Posted 03 May 2013 - 01:35 PM

lesplaycards

Junior Member

53 posts

Time Online: 19h 14m 22s

Country:

Infernity Inferno is not a good card to run in this deck. Usually, infernity cards can't be searched until you have no cards in your hand, so it's either a dead draw or it forces you to dump cards that you actually need. Remove this. If you want a backup for cloggy hands (which are usually never a problem, although you may need to fix your monster list) run Wave-Motion inferno. It also boosts monsters and can be pitched with Summoner Monk.

Speaking of Summoner Monk, edit your Monster choices. Beetle is much worse than Avenger, which can cleanly make level-8 synchros with 2 or 3 cards on the field (easily-recycled monsters). After you add an avenger (or 2 if you want to have a backup... I don't think this to be necessary) you should add two summoner monks and pitch one of your grephers. Since infernities play a high spell count to remain explosive, aggressive, and light on cards in your hand, Summoner Monk can search for your one Grepher, which is all you need to begin your plays. If you're in a Monk and two monsters, you can pitch a spell for Grepher, discard a monster, send Stygian to the graveyard, and then special summon that last monster for a huge field.

You need more Infernity Breaks. It puts in work. You do NOT need Solemn Judgment or Starlight. Barrier does a much better job than both of those cards and is searchable. I don't like call, but it's an OK trap.

Just a few things. I could say more, but I don't feel like efforting that much. Good luck playing this deck.